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moo_lol wrote:I just played a Doodle Earth game that lasted 39 rounds! Is that a record? We weren't playing defensively either. We were very aggressive and attacked every round. Check it out here.
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moo_lol wrote:I just played a Doodle Earth game that lasted 39 rounds! Is that a record? We weren't playing defensively either. We were very aggressive and attacked every round. Check it out here.
benjikat wrote:moo_lol wrote:I just played a Doodle Earth game that lasted 39 rounds! Is that a record? We weren't playing defensively either. We were very aggressive and attacked every round. Check it out here.
I have played over 100 1v1 games on Doodle Earth, using no cards adjacent, and have had a few games go way into the 20s of rounds and at least one over 30. All the games had attacks most turns.
This is indeed because you only get 3 armies per turn unless you have either a) won b) have a continent or c) someone has attacked at least one neutral. This also accounts for the fact that I have had a few comeback wins from a single army.
Many may dismiss this map as being rather trivial and silly, but I think that it creates a game where the basic tactics of CC are exposed to the greatest extent - in particular knowledge, understanding and most importantly execution of the dice probabilities really come to the fore, as do the relative value of various army arrangements - i.e. do you defend with 5/1, 4/2, 3/3, 2/4, or 1/5 configurations - IMO all are valid at various stages of the game, but with most important factor being figuring out how your opponent is likely to react to certain setups - i.e. how does your opponents psychological reaction to a board position differ from the actual dice probabilities involved. I think I have got my ideas on all of the above pretty clear for myself (although there is bound to be a foil strategy), but this si where the otehr key CC lesson comes in - because this map has so few armies etc, the number of dice rolled can be very small, and the smaller any "random" sample set, the more variance one should expect. So there can be a few games where you lose the first 8 rolls in a row which makes a comeback very difficult (or does it? - pm me with/for the answer!).
benjikat wrote:moo_lol wrote:I just played a Doodle Earth game that lasted 39 rounds! Is that a record? We weren't playing defensively either. We were very aggressive and attacked every round. Check it out here.
I have played over 100 1v1 games on Doodle Earth, using no cards adjacent, and have had a few games go way into the 20s of rounds and at least one over 30. All the games had attacks most turns.
This is indeed because you only get 3 armies per turn unless you have either a) won b) have a continent or c) someone has attacked at least one neutral. This also accounts for the fact that I have had a few comeback wins from a single army.
Many may dismiss this map as being rather trivial and silly, but I think that it creates a game where the basic tactics of CC are exposed to the greatest extent - in particular knowledge, understanding and most importantly execution of the dice probabilities really come to the fore, as do the relative value of various army arrangements - i.e. do you defend with 5/1, 4/2, 3/3, 2/4, or 1/5 configurations - IMO all are valid at various stages of the game, but with most important factor being figuring out how your opponent is likely to react to certain setups - i.e. how does your opponents psychological reaction to a board position differ from the actual dice probabilities involved. I think I have got my ideas on all of the above pretty clear for myself (although there is bound to be a foil strategy), but this si where the otehr key CC lesson comes in - because this map has so few armies etc, the number of dice rolled can be very small, and the smaller any "random" sample set, the more variance one should expect. So there can be a few games where you lose the first 8 rolls in a row which makes a comeback very difficult (or does it? - pm me with/for the answer!).
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